2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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#include "Input/Reply.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/Views/STableViewBase.h"
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#include "Widgets/Views/STableRow.h"
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#include "Widgets/Views/STreeView.h"
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#include "BehaviorTreeEditor.h"
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2014-03-14 14:13:41 -04:00
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/** Item that matched the search results */
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class FFindInBTResult
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{
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public:
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/** Create a root (or only text) result */
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FFindInBTResult(const FString& InValue);
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/** Create a BT node result */
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FFindInBTResult(const FString& InValue, TSharedPtr<FFindInBTResult>& InParent, UEdGraphNode* InNode);
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/** Called when user clicks on the search item */
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FReply OnClick(TWeakPtr<class FBehaviorTreeEditor> BehaviorTreeEditor, TSharedPtr<FFindInBTResult> Root);
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/** Create an icon to represent the result */
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TSharedRef<SWidget> CreateIcon() const;
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/** Gets the comment on this node if any */
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FString GetCommentText() const;
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/** Gets the node type */
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FString GetNodeTypeText() const;
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/** Highlights BT tree nodes */
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void SetNodeHighlight(bool bHighlight);
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/** Any children listed under this BT node (decorators and services) */
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TArray< TSharedPtr<FFindInBTResult> > Children;
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/** The string value for this result */
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FString Value;
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/** The graph node that this search result refers to */
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TWeakObjectPtr<UEdGraphNode> GraphNode;
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/** Search result parent */
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TWeakPtr<FFindInBTResult> Parent;
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};
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/** Widget for searching for (BT nodes) across focused BehaviorTree */
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class SFindInBT : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SFindInBT){}
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs, TSharedPtr<class FBehaviorTreeEditor> InBehaviorTreeEditor);
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/** Focuses this widget's search box */
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void FocusForUse();
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private:
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typedef TSharedPtr<FFindInBTResult> FSearchResult;
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typedef STreeView<FSearchResult> STreeViewType;
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/** Called when user changes the text they are searching for */
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void OnSearchTextChanged(const FText& Text);
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2015-01-05 08:53:49 -05:00
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/** Called when user commits text */
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void OnSearchTextCommitted(const FText& Text, ETextCommit::Type CommitType);
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2014-03-14 14:13:41 -04:00
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/** Get the children of a row */
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void OnGetChildren(FSearchResult InItem, TArray<FSearchResult>& OutChildren);
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/** Called when user clicks on a new result */
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void OnTreeSelectionChanged(FSearchResult Item, ESelectInfo::Type SelectInfo);
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/** Called when a new row is being generated */
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TSharedRef<ITableRow> OnGenerateRow(FSearchResult InItem, const TSharedRef<STableViewBase>& OwnerTable);
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/** Begins the search based on the SearchValue */
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void InitiateSearch();
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/** Find any results that contain all of the tokens */
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void MatchTokens(const TArray<FString>& Tokens);
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/** Find if child contains all of the tokens and add a result accordingly */
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void MatchTokensInChild(const TArray<FString>& Tokens, UBehaviorTreeGraphNode* Child, FSearchResult ParentNode);
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/** Determines if a string matches the search tokens */
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static bool StringMatchesSearchTokens(const TArray<FString>& Tokens, const FString& ComparisonString);
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private:
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/** Pointer back to the behavior tree editor that owns us */
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TWeakPtr<class FBehaviorTreeEditor> BehaviorTreeEditorPtr;
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/** The tree view displays the results */
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TSharedPtr<STreeViewType> TreeView;
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/** The search text box */
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TSharedPtr<class SSearchBox> SearchTextField;
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/** This buffer stores the currently displayed results */
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TArray<FSearchResult> ItemsFound;
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/** we need to keep a handle on the root result, because it won't show up in the tree */
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FSearchResult RootSearchResult;
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/** The string to highlight in the results */
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FText HighlightText;
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/** The string to search for */
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FString SearchValue;
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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|
};
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